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Poll

Which update would you like the most?

Randomized Backstories
- 67 (25.9%)
Genetic Additions
- 98 (37.8%)
Mess Hall
- 50 (19.3%)
Revamped Area
- 44 (17%)

Total Members Voted: 257


Pages: 1 ... 134 135 [136] 137 138 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 818281 times)

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2025 on: July 02, 2009, 03:24:12 pm »

:-( I went on a long voyage but I got looped back to the AI satellite about 5 times... found the axe murderer station though

MarineElite made it back with that one once. Either that or there's another axe somewhere on the station.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2026 on: July 02, 2009, 03:24:54 pm »

You start giggling and then blow up. ALso for some bizarre reason its extremely explosive. Heard today, decided to check out >_> sorry.

Hmm, thats bizzare.
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Pillow_Killer

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2027 on: July 02, 2009, 03:26:51 pm »

Explosive to the point where it crashes server. It was a 500 degree bomb, Johb. Am I banned?
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Poltifar

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2028 on: July 02, 2009, 03:28:58 pm »

You start giggling and then blow up. ALso for some bizarre reason its extremely explosive. Heard today, decided to check out >_> sorry.

Hmm, thats bizzare.

What the? So just making a NO2 plus plasma bomb at 500 degrees and detonating it causes so much damage??

FLOIRT, FIX THIS.
« Last Edit: July 02, 2009, 03:31:12 pm by Poltifar »
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
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<@Akroma> just play the minigames until your subscription runs out

Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2029 on: July 02, 2009, 03:29:56 pm »

You start giggling and then blow up. ALso for some bizarre reason its extremely explosive. Heard today, decided to check out >_> sorry.

Hmm, thats bizzare.

What the? So just making a NO2 plus plasma bomb at 500 degrees and detonating it causes so much damage??

FLOIRT, FIX THIS.

I shall summon him.


         FLOOOOOIRT! WE NEED YOU!
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2030 on: July 02, 2009, 03:34:19 pm »

You guys got lucky. I crashed so hard my DNS protocol blew out and had to be re-established before I could get my life-sustaining interwebs back.

Edit: Raaaaargh.. Making stations in only -one- lousy Z level is HARD.
« Last Edit: July 02, 2009, 03:49:33 pm by Cajoes »
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2031 on: July 02, 2009, 03:52:30 pm »

we should make a map of the Z-levels and put it in the bridge on a peice of paper, like:

station > prison: 1 north, 2 west, 1 north

station to AI satelite: 2 east, 2 north



because the captian should know where everything is.
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Sowelu

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2032 on: July 02, 2009, 03:57:57 pm »

Honestly, the "you can get to other z-levels by flying" always seemed kind of hackish and exploitey to me.  Although the axe-murderer station really should be accessible SOMEhow.  IIRC, originally the teleporter was supposed to be the only way to the AI satellite.  Now, the teleporter is...well, I've NEVER seen it used, has anyone else here?  (The hand teleporter maybe, the real teleporter no.)

Should the teleporter start being more useful?
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Jakkarra

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2033 on: July 02, 2009, 04:01:26 pm »

if it was not hideously full of plasma yes.

possibly it could only be reached through an air tunnel, which goes through a room filled with hideous plasma.

this would preclude anyone without access to the airbridge controls, but maintaining possible access wihtou a lengthy cleanup job.

Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2034 on: July 02, 2009, 04:05:53 pm »

ive cleaned up the teleporter before, its nothing compared to the prototype engine.

and i dont think the axe murdered station should be accessable.....its suppose to be unknown to anyone. so people should just stumble upon it while wandering through space
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Cecilff2

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2035 on: July 02, 2009, 04:28:04 pm »

Oooo, all this talk about the teleporter is reminding me of the Blue Light Dimension.  Any of you had the misfortune of ending up there yet?  Supposedly it can happen from the regular teleporter, but it's a lot more common with the hand-tele.  Even then, though, it's rare.  If you've ever seen the message "You see a fainting blue light...", and been stuck in nothingness, you've visited the BLD.

I can make it less rare with a bit of setup before hand, but even then it's not guaranteed you'll end up in it.(And even then, it's not a great place to be, you're pretty much stuck there until you run out of air)
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MarineElite

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2036 on: July 02, 2009, 04:32:53 pm »

For those that don't know there is a teleporter in space to send you back to the station and There is also a tiny room out there with a note that says "Do not open the door -Management" I'm not gonna say whats in there though  :P
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Sowelu

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2037 on: July 02, 2009, 04:55:32 pm »

I think atmospherics should be way more important.  I've mentioned before, but it doesn't do anything when it's working properly.  When there's an air leak...well, you patch the leak, then you drag an oxygen tank into the room.  The only time atmo ever gets turned on is when someone is trying to sabotage the station.

Suggestions on how to improve this?  I'd like to see the engine require a constant plasma supply from atmo, instead of "fire and forget".  (I'd also like to see the engine occasionally blow a pipe and need to be turned off, fixed, and turned back on, but that's just me.)  I would kinda like to see CO2 build up over time, to the point where atmo actually needs to scrub the air.

My current best idea, in my modular station, is to have one set of pipes going out from atmospherics that carries good air, and another set of pipes for industrial purposes that carries plasma, NO2, etc. as well as picking up waste from the filters.  The industrial pipes would only have outflow valves where it's actually needed, so the worst easy sabotage you could do is to gas prisoners with plasma instead of NO2, or douse the engine.  I'd also want some scrubbers in atmos that actually convert CO2 back to O2...  so there'd be a little chamber in atmos that waste CO2 got directed into, converted, and then sent back into the 'good' air supply.  (And then one sabotage method is to screw with what's coming/going from that chamber...)

I know pipes can break, but is it possible to build pipes or are they gone for good?  It would be nice to be able to rebuild pipes.  It would also be nice to have some concept of leaks to be patched that aren't totally blown-up pipes.

Anyone know if the high-capacity pipes work, or is there a reason they aren't used?
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Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

qwertyuiopas

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2038 on: July 02, 2009, 05:20:49 pm »

As nobody started the engine at first, and then after I noticed and tried to start it, halfway through I was locked out of pard as the AI was using it to contain someone(Not to mention someone else opened 3 CO2 canisters in the engine supply room earlier and I had to deal with that), I went out to run the solar power, but there was no power in the APC, so I had to manually break a battery out of a hallway(it had only 20% left) to power north maintainence equipment(no enviroment or lighting to make every watt count) and got the solar powerr up and running on that end of the station.
Then, some idiot cuffed me, and it seems threw me out of the airlock, though I couldn't tell as there wasn't enough air.
The good news is that I appear to have supplied power long enough for some people to be able to get the main engine up and running eventually.


Bottom line: It was fun, defeating griefers and unnoticed lack of engineers, to solve the power issue just in time.

We need a game mode like that.
Something like space junk or something cutting a hole in the main reactor and disabling it, while draining the power reserves(cut into a power line and short circuted it?) and forcing the engineers to seek alternatives until the main power can be restored.
Bonus if it EMPs outlying APCs in the maintainence areas, draining the batteries and shorting them out, forcing engineering to reboot them and transfer batteries to get solar power back online.
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Eh?
Eh!

Yanlin

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #2039 on: July 02, 2009, 05:47:50 pm »

As nobody started the engine at first, and then after I noticed and tried to start it, halfway through I was locked out of pard as the AI was using it to contain someone(Not to mention someone else opened 3 CO2 canisters in the engine supply room earlier and I had to deal with that), I went out to run the solar power, but there was no power in the APC, so I had to manually break a battery out of a hallway(it had only 20% left) to power north maintainence equipment(no enviroment or lighting to make every watt count) and got the solar powerr up and running on that end of the station.
Then, some idiot cuffed me, and it seems threw me out of the airlock, though I couldn't tell as there wasn't enough air.
The good news is that I appear to have supplied power long enough for some people to be able to get the main engine up and running eventually.


Bottom line: It was fun, defeating griefers and unnoticed lack of engineers, to solve the power issue just in time.

We need a game mode like that.
Something like space junk or something cutting a hole in the main reactor and disabling it, while draining the power reserves(cut into a power line and short circuted it?) and forcing the engineers to seek alternatives until the main power can be restored.
Bonus if it EMPs outlying APCs in the maintainence areas, draining the batteries and shorting them out, forcing engineering to reboot them and transfer batteries to get solar power back online.

On our server? If we had an admin on hand, we'd revive you and try to fix it.
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WE NEED A SLOGAN!
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